Royal Guardsman's Vibroblade

Royal Guardsman's Vibroblade

Avg. Rating 5.0
1 Rating

1


Side Neutral
Rarity Uncommon
Version A
Type Equipment
Points 2


Expansion

Abbreviation
EE

Card Number
54 / 105

Author/Publisher
Independent Development Committee
Publish Date
12/1/2015

Independent Development Committee

Card Text

Pay 1 build point    Equip |Equipped unit can only have one Royal Guardman's Vibroblade attached to it.

Equipped Ground unit or Character gets Fury 1.

Equipped Bodyguard also gets +2 power and Critical Hit 1



Keywords

Critical Hit
Critical Hit X: A cumulative ability triggered during the pending damage POP that means, "If you rolled at least one natural six with this unit's attack dice, this unit does X more damage for this attack." Only one natural "6" counts in the attack roll after re-rolls. If a unit gets the Critical Hit ability after you roll attack dice, it's too late to affect the damage. Accuracy can't increase the die roll to a natural "6". However, you or your opponent may use an effect to re-roll dice to affect the number of natural sixes. (You only count the six, if any, from the roll used for the attack.) Critical Hit applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate.
Equip
Equip: A selective effect on Equipment activated during the build step that means, "Attach this Equipment to a unit. Play only during your build step." You can pay the Equip cost only once per turn.
Fury
Fury X: A cumulative ability triggered by the initial dice roll that means, "When you roll at least one natural four with this unit's attack dice before re-roll, roll X additional attack dice." Only the first natural "4" counts. A four rolled after re-roll doesn't matter. If your unit gets the Fury ability after you roll attack dice, it's too late to roll additional attack dice. Fury applies only to dice rolled for an attack, not to dice rolls for abilities like Retaliate. Accuracy can't increase the die roll to a natural "4."